I think the tile is discriptive enough.
But for those of you who like to be specific ....
What new features do you want to see in Gal Civ 3?
Is there something that you want to see from Gal Civ 1 or Gal Civ 2, only you want it to be better?
Do you want it to have Real-Time, Control Your Warships, Space Battles?
Etc.....
So please respond.
ROCK ON!!!
If i'd want SpaceEmpires_6 from Malfador Machinations, i'll buy it.
I'd somehow enjoy a "configurable" amounts of system features, though;
- The limit of 5 planets & 3 Asteroids (which is buggy, AFAIC, since CP.xml won't deploy the listed amounts as defined) on sandbox maps could become a matter of ship lanes and PQSs & other parsec driven "items".
- The current sector (15x15) would then BE such a system where highly variable locations of planets on a much bigger grid would proportionately allow for *maybe* more than 5 and still be "visually" appealing.
- Then, The old sectors are replaced by a new 15x15 quadrant type.
- Effectively making an immense map Fifteen times larger ---visually--- only.
Strangely, this doesn't even take more memory, it's a simple coordinates recalibration function.
Zyx, that was my point exactly.
It would take more memory, actually, but not nearly as much as if you tried to actually stretch the immense map out to 15 times its current value.
Just got this one off of the Elemental forums: In the ship designer, instead of having the weapon and engine modules look like weapons and engines, but with the engine trail/beam/projectile coming from the center of the ship; have the weapon and engine models be extras, and have the weapon/engine itself be nothing more than an invisible point from which the FX would eminate.
I know, but what i'm after is TWO totally independant galaxy maps piggy backing each other on demands!
- Once your enter a new system, it simply replaces the usual map with a whole sector (15x15) worth of diverse elements and local features.
- You simply zoom back out (or exit that detailed screen) to the regular current UI.
Right now a system occupies a maximum of about 5x5 while a star takes an entire parsec (3.26LYs) for itself. The new concept simply rescales everything so that what you're looking at is an illusion that it IS 15 times bigger than the Immense or lowest sizes!
So basically like GC1 only with a better UI.
That's also what I said.
No in GC1 you had a side bar for the planets. In the above statement you would be able to zoom into the system and move your ships like on the big map.
Well in-system shouldn't require hyperdrive, so "movement" isn't perhaps the best way to put it.
We may wind up needing two classes of engines if we do it that way, although that's not a bad thing.
But that's a better UI for the same functional mechanic-even though it's not just a GUI.
All space based scifi gives their ships two engines why not a game.
Exactly, all of your peripheral system parsecs (U/D/L/R, 15 per sides) are tied with the exit of single sector (possibly selectable too that has empty space, an anomaly, asteroids & even a rogue planet, etc) zoomed out to be - itself - a 1/15th of the quadrant. And so on.
Think about the F1 to F5 and optional zoom factors option in settings.
Better yet, visualize the current grid tile that contains your HW on a parsec... and dump another grid of 15x15 onto it - zoomable.
The trick would be to randomize the entrance of oncoming ships & fleets to any of these 15 tiles; imagine an invasion troops sneaking in your squared region of space (system) by a corner or right near a planet which unluckily or not in ON or too near that edge. Assuming the Star is the middle or not, btw. (Defensive Governor X message to you; We're happy to report that the Yor fleet that's been on our radars for three weeks was gobbled up by our local singularity!) And more, possibilities.
I like this idea Zyx.
It would make planetary invasions so much more dynamic.
Can't write more now, talk later.
But what are we talking about. Stardock devs are probable not able to program a map like that. This is just to see if their still reading.
If I were them...which I'm not...I'd take that as a personal challenge.
And at least Brad is reading...or skimming...and with a thread this long I wouldn't fault anyone if it were the latter.
I hope
Ground combat like the old Star General, which was based on the old Panzer General. Objectives to conquer, great to see a planet being conquered by your forces, if they are enough. Or seeing your ground invasion forces defeated by a strong defense.
Carriers would be nice.
Some stealth would be nice, so you can build long range stealthy scouts, or stealthy attack ships to raid trade routes.
Make sensors cumulative, so some AWACS or Sentry ships can be built that really see far and watch borders for intruders or invasion fleets.
escorts for the freighters. What I mean is when the frieghters go miny on you. Any escorts you have with them should stay with them.
Sensors are cumulative.
GC2 just has a hard cap at 15pc for sensor range, and since Eyes of the Universe gives you +10 and multiplies your total by 1.2, you hit it with practically everything.
Removing the sensor cap has already been suggested, but it's good to see more approval for that idea.
I don't get this. It's Galactic Civilizations. I don't want to watch every single battle-either on a planet or in space. And I damned well don't want to have to order my units around any more than I already have to (with regards to ships; at present there is no ground combat ordering to be done).
Maybe I'm alone in that, though.
Stealth and carriers have been discussed numerous times...if you have specific ideas, feel free to share them. I haven't spent a lot of time thinking about either, so I personally don't. But it's something we can hope for.
Why not give it as a choice samething as watching or particapating in combat or just letting the comp do the whole thing.
I still do not think carriers make sense unless you control the combat.
Neither do i *almost* (as you may now about my solid opinion over a Tactical "feature" both for surfaces & space combat), but we DO have an Invasion screen that pre-supposes some activities are happening.
I don't want an overly complex system... just a few options (as explained partly with the previously suggested "Ultimate Espionage" sabotage tactics -- oops, here's the *T* word again!) to at least feel i have some sort of control or influence in strategic terms.
Skip buttons are always available. Even for the simulations we currently have.
I think that an ideal balence of complexity for combat is a system where you can pre-determine the basic behaviors that your side uses, then the rest is left up to the computer. In any event, I think we need to focus on aspects of the game other than combat, as they are sorely in need of some enhancement.
Don't know if this was already mentioned on this huge thread, but what I'd really like is the ability to customize your own AI scripts. It's slightly frustrating that we get to choose between these different AI "personalities" without knowing what differences exist between them. This would open up the possibility of a new type of metaverse competition as well--custom ai tournaments.
Short of having straight access to the source algorithms that AIs use, i'd say scripting would make Personality & difficulty levels parameters "more" obvious to people who prefer precision to estimates.
But the RC.xml file(s) hands over huge control over abilities & other principles which IS an indirect form of scripting -- already. That sort of customization power can make a Torian out of a Drengin with a few values modified.
I'd have to support such a feature in GC3.
I think rescripting is needed, because I doubt that we will ever find a race out there that we are ------- the good or the evil.
Well c'mon now guys (and perhaps galls), don't stop now!!!!!
We're almost at a 1000 here!!!!
C'MON!!!!
I want to see a system where influence is not just a factor of imps/modules and physical proximity. It might be good to have a system simelar to that of SoaSA in which influence spreads along trade routes and (maybe) some sort of "comm line" system. The way it is now, it is in desperate need of work.
EDIT: Fixed typos that made it almost unreadable.
There are many great features available to you once you register, including:
Sign in or Create Account